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    Default Necromunda Wishlisting (neither news nor rumour)

    So there's not actually a forum for such threads yet, so putting it here for want of anywhere else (please Bigred, I'll be your best friend, and Psychosplodge will be your slave for like, a week if we can have a shiny new SG general board!)

    Anyways..... Specialist Games are up and running again, and we've now seen the beginnings of Blood Bowl.

    But arseholes to Blood Bowl, because I suck horribly at it. Smelly old Blood Bowl. Nyeh. GTFO (what? Of course I'll still be buying it!).

    As you might have guessed, this is about Wishlisting for Necromunda.

    But controversially, I'd like to start with stuff I'd prefer them to leave out of the new version.

    Ready?

    1. Plasma Cannons. Seriously? Like, seriously seriously? WHERE THE BLOODY HELL DID YOU GET THAT FROM? And don't say the Astra Militarum Surplus Store. You're not a sodding tank. I'd prefer a more limited range of stock Heavy Weapons.

    2. Spyrers. Nothing ruins a campaign quite like Spyrers. It's not so much their rules, so much as every time I've been in a campaign that's featured Spyrers, it's been the local knobend gamer using them to pick on the weediest gangs in lieu of any actual gaming skill whatsoever.

    3. Campaign system that so solidly supports the first gang to get ahead. Could be jammy rolling on the turf, or a couple of solid early wins. Again can only speak from my experience, but those early breaks all too often left that gang in an unassailable position. Whilst I appreciate skill is ultimately going to be the deciding factor, as the usual leader of the local campaigns, I found newcomers being put off because by the time they'd learnt the ropes, they had no chance of really progressing.

    So, controversial stuff over with, here's some stuff I do want to see (mix of adopting new, and maintaining old)

    1. See my comment about Heavy Weapons? Instead of just doling out stock Lascannons, Autocannons and Plasma Cannons etc, keep your starting dakka simple, but get a bit Orky and introduce gunsmiths as people you can visit during the post game sequence, including the risk that they'll bugger it right up, rendering your favourite bit of dakka useless forever more. In fact just generally, a more in-depth shopping experience post game.

    2. NPC options increased. This is an idea to help tackle runaway gang success. In short, the campaign master can finally get some gaming in (because they certainly should not be running a gang!) with something really nasty. Doesn't have to be a set outcome (as in 30 Genestealers would be a set outcome, for the most part). But just some way to help rein in those that have leapt ahead. One way could be for the other Gangs involved to bribe the local Guilder. Each contributes a number of credits, which the GM can then spend to recruit hired guns and other nasties to go give the big fish a proper shoeing. It's not about wiping them out, just breaking their stranglehold some.

    3. It's the Underhive. Give me some Cultists beyond the Redemptionist Crusades. Chaos. Xenos, Imperial - any and all shades. Hell, just make it some sort of progression option for the Gangs? Without this, it just doesn't feel anarchic enough!
    Last edited by Mr Mystery; 01-03-2016 at 08:15 PM.
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

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